review
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POSTED 24/3/16


TRACKMANIA TURBO

Nadeo/Ubisoft



Up, down, turn around. Please don’t let me hit the grou- OOF!

Imagine if Ridge Racer, the Trials series and old 16-bit fave Stunt Car Racer (beware of spoonerisms...) hooked up, had some sort of bizarre coding triangle and gave birth to one of the greatest arcade racing experiences ever.

Now stop imagining and just believe, for Trackmania Turbo is close to arcade racing perfection – even if it isn’t a pure racer.

There are four locations - Rollercoaster Lagoon, International Stadium, Canyon Grand Drift, and Valley Down & Dirty – which all offer different cars and slightly different racing/stunting disciplines. In the case of the last one, you’ll swear at your twitch-crazy lack of control. Frequently.

Within these stadiums there are some 200 usually insane tracks, so that’s plenty of content. This is without venturing into the various single player modes and up to four player local split-screen, plus online, plus the track editor which, naturally, means mucho tracks designed by everyday schmoes like you and I. Which also means mucho cack – but hey, content!

Much like the first – and still by far the best - Mario Kart way back on the SNES, in single player at least TT relies on shaving poofteenths of seconds off laps to better your score. The better your score, the better your medal. Unless you’ve already nabbed gold, but then...

If you’re doing crap, inspirational quotes from great minds such as Confucius and, erm, Homer Simpson pop up to help inspire – and possibly also to distract from the obscenely long load times between levels. Stay put in one and you can instantly restart, leave one and you may as well have a wee, make tea, go to sea or something else that may or may not end in an ‘ee’ sound while you wait.

That’s all that sucks here, otherwise you shouldn’t miss this monstrously motorgasmic temptation.

take me back to the start...

 



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ALL WRITTEN CONTENT COPYRIGHT © AMY FLOWER 2008-2017. GAME IMAGES COURTESY OF RESPECTIVE GAMES COMPANIES.